Warhammer 40,000: Boltgun: Breathing Retro Life into the Cast of Enemies

Warhammer 40,000: Boltgun: Breathing Retro Life into the Cast of Enemies

Warhammer 40,000: Boltgun DLC Hero Image

Warhammer 40,000: Boltgun is a fast-paced, retro-inspired FPS that comes with buckets of pixelated gore. Taking on the role of a Space Marine, players previously had the chance to blast their way through a variety of Warhammer 40,000 inspired environments, and now we’re thrilled to announce the next expansion to our boomer-shooter saga!

Boltgun: Forges of Corruption offers more enemies, more levels, and even more mayhem, so with that in mind, let’s take a closer look at everything that goes into crafting the perfect outlet for your righteous rage… the enemies!

Choosing the Best

The Warhammer 40,000 universe is full of incredible character art, and the team here at Auroch were spoilt for choice when it came to picking a cast of enemies. Using initial design requirements as a guide, the first step was to collect as much reference as we could. This helped to confirm things like size, colours, details, and even which weapons or items to include. Shots of real life miniatures made this task even easier, and the Games Workshop website proved to be extremely useful.

Warhammer 40,000: Boltgun DLC Image

Shapes are Important

Once a good library of reference has been established, the process of creating a retro enemy sprite can begin. It starts with a conventional method you’d find in most other games, by modelling a 3d mesh. However, we pay special attention to the overall shapes of our characters, pushing things like heroic proportions and creating silhouettes that players can easily identify. In Warhammer 40,000: Boltgun, enemies are shown from the front a majority of the time, so we always ensure the front view captures them in their best light.

Warhammer 40,000: Boltgun DLC Image

Exaggerated Angles

In a similar way to how we model characters, things on the animation side tend to focus on exaggerated poses and frame timing that really sells the intent of an animation. In order to capture that ‘retro’ magic, we use minimal frames, so it’s important to pack all the visual information we want into a tiny, animated space. The impact point of a crushing punch can be held slightly longer, or the juddering of weapon’s rapid fire can be sped up into a chaotic blur. This level of single frame control is almost like working with stop motion.

Warhammer 40,000: Boltgun DLC Image

Special FX

Once an enemy has been modeled, animated and rendered, we start working on the FX. This step adds dynamism and interactivity, and the way we use FX for enemy attacks are particularly important. Not only do they need to look amazing, but there’s a set of game mechanics that should be followed. Certain weapons fire at different speeds, projectiles have different trails, and explosions have different sizes. All enemy attacks in Boltgun come in three distinct types, magical Tzeentch, organic Nurgle or combustible human, and it’s important for players to be able to visually distinguish between them, using colours, shapes, and various other artistic techniques.

Warhammer 40,000: Boltgun DLC Image

Blood and Guts

One of the cornerstones of Boltgun is its stylistic gore, and the most satisfying way of bringing our enemies to life is seeing the crimson mess that results when they expire. We’ve built a gore system in a way that enables players to effectively ‘paint’ sections of our levels with the red of previous battles, something that’s both awesome, and can be useful as a pathfinding tool. Lastly, each enemy comes complete with a set of custom body parts, or ‘gibs’ as we like to call them. These have a habit of bursting outwards when an enemy has been destroyed, offering just one more level of detail to the interactive package that is your typical Warhammer 40,000 : Boltgun enemy.

Warhammer 40,000: Boltgun DLC Image

A Place to Call Home

Finally, what good would combining all the amazing elements above be without giving our enemies a proper place to live? We use visual theming to really set the scene. A sickly green haze suggests an area infested by Nurgle, where as the chaotic purple of the warp means the presence of Tzeentch is near. We also use decals to add extra detail to floors and walls, giving players the impression that they’re moving from one territory to the next. And lastly, a well thought-out prop library can really help with the storytelling aspect of a map.

As the game progresses, players may notice evidence of previous conflicts such as fortifications, military supplies, corpses, sacrificial shrines, and much more. Adding things like this helps to make the experience of encountering enemies in Warhammer 40,000: Boltgun feel more alive and real.

Warhammer 40,000: Boltgun DLC Image

So now you’ve been given an insight into some of the tips and tricks the team here at Auroch uses to create AI for players to blast away at or run screaming from. We’ve worked hard to customize the standard character art pipeline you’d see in most modern games, and produced a result we’re proud to say is one of the cornerstones of Warhammer 40,000: Boltgun’s unique retro aesthetic.

Unleash your mighty wrath in Warhammer 40,000: Boltgun DLC: Forges of Corruption, out now on Xbox Series X|S, Xbox One and PC for $5,99! For newcomers, a special edition containing the base game and the DLC is also available for $24,99. Enjoy Warhammer 40,000: Boltgun on Xbox Series X|S, Xbox One, PC and Xbox Game Pass!

Xbox Live

Warhammer 40,000: Boltgun

Focus Entertainment


284


$21.99

$17.59
Xbox Game Pass

Load up your Boltgun and plunge into battle headfirst! Experience a perfect blend of Warhammer 40,000, classic, frenetic FPS gameplay and the stylish visuals of your favourite 90’s retro shooters.

Play a battle-hardened Space Marine on a perilous mission across the galaxy, as they battle against the Chaos Space Marines and daemons of Chaos.

In glorious boomer shooter style, unleash your devastating Space Marine arsenal as you blast through an explosion of sprites, pixels and blood. Run, jump and charge across huge levels to shoot, shred and slice the worst heretics across the galaxy!

• Dive into a visceral combat experience, complete with viciously satisfying gunplay, high mobility and buckets of blood to reward your skills
• Dominate the battlefield with the awesome firepower and heavy metal of a Space Marine’s devastating arsenal
• Experience the ultimate homage to retro shooters, blending stylish visuals with fluid, modern FPS gameplay

The post Warhammer 40,000: Boltgun: Breathing Retro Life into the Cast of Enemies appeared first on Xbox Wire.

New PlayStation Portal remote player system software update releases tomorrow

When we developed the PlayStation Portal remote player, our goal was to bring high-quality console gaming experiences to the palm of your hands, even when you aren’t in front of the TV. We continue to evolve the experience on PS Portal, and we are happy to announce that the latest system software update for our first dedicated remote play device will start rolling out tomorrow – adding a few new user enhancements.

Sign-in screen support for select public Wi-Fi networks

While we recommend PS Portal to be used in your home as you have control over the quality of the Wi-Fi, it can also be used outside of the home in places where a fast and stable Wi-Fi connection is available – and we’ve seen many players take advantage of this.

With this new update, PS Portal will also connect to a range of public Wi-Fi networks* that may require additional validation steps beyond entering the network password. This includes Wi-Fi networks with sign-in screens that can often be found in hotels, cafes, and airports.

To connect to these public Wi-Fi networks, PS Portal will display a QR code for you to scan with your smartphone or tablet. Once scanned, you’ll be able to use your mobile device’s web browser to complete the additional validation steps on behalf of your PS Portal. As a reminder, PS Portal requires a Wi-Fi connection with at least 5Mbps, and for a better play experience a high-speed connection of at least 15Mbps is recommended.

PS Portal UI screenshot showing a QR code for network authentication

New visual feedback for touchpad areas

The emulated touch pad on PS Portal’s vibrant 8-inch screen is getting an update. We’ve added new visual feedback to the touch pad areas. The new effects will be displayed when using the touch pad areas during remote play.

Display battery level in percentage

You now have the option to display the remaining battery level percentage on the status bar at the top right corner of your screen. To use this feature, open the quick menu, go to [Settings] > [System] > [Battery], and then turn on [Show Battery Percentage].

PS Portal UI screenshot showing remaining battery level in percentage

Since the initial launch of PS Portal last November, we’ve been overwhelmed with the enthusiastic reactions and the variety of ways our community has been enjoying gaming on PS Portal. While Remote Play for PlayStation has been available since the PlayStation 3 generation, we’ve built upon this technology with PS Portal to elevate the Remote Play experience to another level by integrating key features of the DualSense wireless controller with a vibrant 8-inch LCD screen.

We’re excited to see that PS Portal has introduced many more gamers to the Remote Play feature on PS5, with over 60 percent of PS Portal owners using the feature for the first time**. What’s more, PS Portal is making it easier for many players to access their games, with the average PS Portal owner’s engagement on PS5 going up within the first 8 weeks of using their PS Portal.

We’ve also seen a wide range of games proven to be popular on PS Portal, from single player adventures including God of War Ragnarök, Marvel’s Spider-Man 2 and Astro’s Playroom to multiplayer titles including Fortnite, Rocket League and EA Sports FC 24 – all being some of the most played games on PS Portal within the first 3 months of its launch***. 

We’re always grateful to the PlayStation community for embracing our journey as we continue to explore different ways to bring new player experience. Check out the official website to learn more about PS Portal and let us know what you think in the comments!

*To connect to public networks, make sure that the initial setup for your PS Portal is completed. Authentication requires use of another device that can connect to the public network, such as a smartphone. Public networks that operate at 5GHz are not supported.
**Internal Data from Nov 2020 – April 2024
***Internal Data from Nov 15 2023 – Feb 15 2024

Paradox Shuts Down Tectonic After Canceling Life by You

Following the cancellation of The Sims-style life sim Life by You, Paradox has now shut down its developer.

Swedish games company Paradox, best known for Crusader Kings, Cities Skylines, and Stellaris, said it had “decided to cease further operations” in Berkeley, California-based Tectonic in a move that affects the studio’s 24 staff.

“This is difficult and drastic news for our colleagues at Tectonic, who’ve worked hard on Life by You’s Early Access release,” Fredrik Wester, CEO of Paradox Interactive, said.

“Sadly, with cancellation of their sole project we have to take the tough decision to close down the studio. We are deeply grateful for their hard work in trying to take Paradox into a new genre.”

Tectonic had worked on Life by You since 2019. It’s the latest in a string of recent failures from Paradox, which Wester has said will spark an evaluation of how the company manages its projects. “We have a very solid financial position and a strong core game portfolio, which keeps us confident about our future,” Wester insisted.

This is difficult and drastic news for our colleagues at Tectonic.

Last year’s disastrous release of Cities Skylines 2, which developer Colossal Order is still working to address, was just one title that hit Paradox’s bottom line as well as its reputation. In October 2023, Paradox called The Lamplighters League a “big disappointment” as it was forced to record a $22 million write-down. Paradox has also delayed jail sim Prison Architect 2 a number of times, the latest to this September after the discovery of “unexpected issues occurring too often.” The Paradox-published Vampire: The Masquerade – Bloodlines 2 has endured a troubled development too, although a release date now looks in sight.

The closure of Tectonic is the latest in a string of studio closures and layoffs that have hit the video game industry hard in recent years. Thousands of staff have been impacted by cuts right across the industry, with layoffs at the likes of Microsoft, Sony, and Embracer, to name a few. Just this week Embracer shut down Pieces Interactive after Alone in the Dark failed to meet sales expectations.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Elden Ring Director Hidetaka Miyazaki Won’t Allow Layoffs at FromSoftware as Long as He’s in Charge

Elden Ring creator and FromSoftware president Hidetaka Miyazaki has said he won’t allow the devastating video game industry layoffs to affect his studio as long as he’s in charge.

Speaking to PC Gamer, Miyazaki said he can’t 100% guarantee FromSoftware will be safe from job losses — which have so far seen thousands lose their jobs across the likes of Embracer Group, Microsoft, and Sony — but wouldn’t allow it “as long as this company is [his] responsibility.”

FromSoftware is owned by Japanese organization Kadokawa Corporation so the decision isn’t wholly in Miyazaki’s hands, however. Microsoft, for example, shut down Redfall developer Arkane Austin alongside Hi-Fi Rush and Ghostwire Tokyo developer Tango Gameworks in May 2024 despite posting a 17% increase in revenue and $21.9 billion in profit in its latest financial earnings report.

As long as this company is my responsibility, that’s something I would not let happen.

But Miyazaki appeared confident Kadokawa shares his opinion on layoffs. “Speaking to myself and this company, I want to say that this is not something I would wish on the staff at FromSoftware in a million years,” he said. “I’m pretty sure our parent company Kadokawa understands that and shares that view.”

He then referenced former Nintendo president Satoru Iwata, who famously took a pay cut himself when profits were down instead of resorting to layoffs. “I sincerely doubt employees who fear that they may be laid off will be able to develop software titles that could impress people around the world,” Iwata said at the time.

Miyazaki echoed this statement. “I think it was the old ex-president of Nintendo, Iwata, who said ‘people who are afraid of losing their jobs are afraid of making good things.’ I’m paraphrasing that, but I totally share this view,” he said.

“I think it’s true, and I think the people at Kadokawa, our parent company, understand that I hold this view very strongly. While we can’t say 100% — we can’t say with complete certainty what the future’s going to hold for From and Kadokawa — at least as long as this company is my responsibility, that’s something I would not let happen. So hopefully our players and our fans can take a little bit of assurance from that.”

Miyazaki’s comments come just as Embracer shut down Alone in the Dark developer Pieces Interactive after the game failed to meet expectations. Pieces Interactive joins Free Radical Design, Onoma, and Volition Games as studios closed by Embracer in the last year amid layoffs affecting thousands of employees.

Image credit: Daniel Boczarski / Contributor at Getty Images

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Steam Next Fext 2024’s most popular demos include goblin maid sims, horror shooters and a Chinese game about an unmarried no-lifer

Steam Next Fest 2024 has formally ended, we’ve spent a couple of weeks gorging upon demos of all stripes, from oil spill clean-up to dancefloor kendo, and now comes the all-important process of deciding which of those demos Won. Valve have helpfully shared a list of the most played Steam demos during this latest, gravest round of next festivity, and it covers a reasonable range. I mean, I wasn’t that surprised to see an open world survival shooter with monsters at the top of the ladder – why else would we dedicate a bunch of Best Of features to such things? – but I am surprised that number three is a leering parody of neglect. Also, there’s a game about mopping dungeons that appeals strongly to my Dungeon Meshi-watching sensibilities.

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Todd Howard Rules Out Fallout 1 and 2 Remakes

Amid the increasing popularity of the Fallout franchise, some fans have called on Bethesda to remake the much-loved first two games in the series — but according to Bethesda Game Studios chief Todd Howard that’s not on the cards.

In an interview with YouTube channel MrMattyPlays, Howard said that some of the charm of Fallout 1 and 2 has to do with the fact they remain firmly rooted in the old-school PC role-playing game era of the mid-to-late 90s, so he’s happy to leave them where there while ensuring they run well.

“The main priority for us is to make sure they’re available and you can still play them,” Howard said. “So on the PC obviously they’re there for people to go and get and play, and making sure that they run okay. As far as beyond that, we’ve talked about it, but our priorities in terms of, hey let’s go do dev work and make certain things work, they haven’t been in those areas. So again, priority is, hey can people load it up and play it?

“We want it to load up and run well. The rest of it, I could argue some of the charm of games from that era and the original Fallouts is a little bit of that age. I would never want to paste over some of that with, well we changed how this works so it’s more modern. So as long as you can download it, as long as it loads up and runs, I’d like people to experience it the way it was.”

Led by Interplay producer Tim Cain, the original Fallout games enjoyed critical and commercial success on PC before the company collapsed. Elder Scrolls developer Bethesda later picked up the rights to the franchise and went on to release Fallout 3 in 2008, bringing the post-apocalyptic series into first-person and full 3D.

Despite their age and archaic design, Fallout 1 and 2 remain much-loved by fans of the series, and are often held up as two of the greatest role-playing games ever released. Indeed the recent franchise boost fueled by Amazon Prime’s breakout Fallout TV show affected the original games as well as the modern titles with increased player numbers across Steam.

Right now, if you ask me, the best way to play it is on a PC, mouse and keyboard, the way it was.

And so, the calls to modernize Fallout 1 and 2 are louder than ever, but clearly Howard has more pressing matters to attend to, including ongoing updates for Fallout 76 and, eventually, Fallout 5, which is set to come out after The Elder Scrolls 6.

Howard even ruled out bringing Fallout 1 and 2 to console. “Anything is possible, but that’s going to be a longer dev throw,” he replied when asked if such a port were even possible. “And you have to ask yourself, is that where we want to put our time right now? Or is it best played the way it was on a PC? Right now, if you ask me, the best way to play it is on a PC, mouse and keyboard, the way it was.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Random: Welp, Now Nintendo’s Going After Sheet Music

DMCA’d.

It should come as no surprise that Nintendo is pretty protective regarding its IP. Going after emulators, ROM hacks, and reproductions is one thing, but it looks like the firm is starting to aim its sights on something rather surprising: sheet music.

According to two separate community posts on YouTube, it seems like Nintendo is looking to take down fan-arranged sheet music based on its franchises. The first is via the popular channel Sheet Music Boss, which states “In a classic Nintendo move they’ve DMCAed all of our *correctly licensed* sheet music”, before expressing frustration toward the situation:

Read the full article on nintendolife.com

Spear Mains Rejoice as Helldivers 2 Patch 1.000.402 Issues Tons of Fixes

Helldivers 2 developer Arrowhead has followed up last week’s release of the game’s big balance update and premium warbond with a new patch that applies a long list of fixes.

The highlight is a fix for the Spear support stratagem, which has suffered all sorts of problems since the PC and PlayStation 5 co-op shooter launched earlier this year. What should be a reliable monster of a weapon has for so long been fickle, with its anti-tank homing missile failing to properly track locked-on targets.

According to the update 1.000.402 patch notes, there’s a fix for the Spear not targeting several entities (spawners, compound objects, etc). This should encourage more players to bring the Spear onto the battlefield.

And here’s another helpful fix: Hellbombs now get called down facing the player, rather than away from the player. Players have got used to Hellbombs facing away from them, so there will be a bit of unlearning to do with this one.

Arrowhead updated the known issues list, too, outlining what the studio is working on fixing with upcoming patches. Of note: the Bile Titan sometimes does not take damage to the head, and the Charger’s butt does not take damage from explosions. What an arse!

Last week was a big one for Helldivers 2 and Arrowhead, which recently revealed it was in the process of setting the studio up so it could “make more and better stuff” in the long-term. In an introductory post on reddit, new CEO Shams Jorjani, who recently replaced previous Arrowhead CEO and now current Chief Creative Officer Johan Pilestedt, said the studio has had to adjust to the enormous success Helldivers 2 has brought to the company.

Helldivers 2 is the fastest-selling PlayStation game of all time, having shifted an incredible 12 million copies in just 12 weeks since going on sale earlier this year. Amid the huge revenue Helldivers 2 has generated, Arrowhead itself has suffered a number of crises, including launch server problems and, most recently, a battle with Sony itself over the console maker’s controversial attempt to force Steam players to account link to PlayStation Network.

Helldivers 2 update 1.000.402 patch notes:

Overview

For this patch, we have made improvements and changes to the following areas:

  • Quality of life improvements
  • Crash fixes
  • General bug fixes

Fixes

Crashes

  • Fixed various crashes that would sometimes occur when changing settings.
  • Fixed potential crash or corrupted font texture when changing the language
  • Fixed a crash that might occur after exiting a mission.
  • Fixed a crash that occurs when opening the social menu with more than 100 friends. As a result we have also limited the friends list visibility to 100. You will remain friends with anyone over 100, but you may not be able to see them if they are offline.
  • Fixed crash when opening social menu and having many blocked players and/or friend requests.
  • Fixed a crash when minimizing after changing fullscreen mode.
  • Fixed rare crash which could occur when picking up equipment.
  • Fix a crash when a client interacts with a terminal in a waiting state after host migration.
  • Fix a crash related to minefields.

Misc Fixes

  • Fix issues with dodge and prone.
  • Fix not being able to stand up when wielding the ballistic shield.
  • Fixed the Recoilless reload speed.
  • Fixed issue where users couldn’t write a description on console when reporting a player.
  • Fixes vehicle preview not despawning in Warbonds when quickly scrolling through the catalog.
  • Fix Spear not targeting several entities (spawners, compound objects, etc).
  • Sentries have a higher destruction value so most explosions do not instantly destroy them regardless of the damage amount.
  • Fixed bug where operation progress would be lost when kicked due to inactivity,
  • The “Remove Friend” and “Block Player” buttons are now hold-to-confirm instead of a single click.
  • Fix bug where dying would try to enter ADS.
  • Fix a soft lock if you receive an interact emote while holding a grenade.
  • Fix projectile to crosshair inaccuracies in ADS when the player is in different stances
  • Fixed broken player model in career tab when on someone else’s ship.
  • Adjudicator: fixed incorrect recoil values.
  • Fixed armory terminals losing their functionality if the last client player who interacted with them leaves the host’s ship.
  • Fix missing localization for flying patrols operation modifiers.
  • Fix issue where throwing knives could be left floating in the air.
  • Support for non-latin fonts in the game’s install folder path.
  • Vehicle skins are now applied to all vehicle variations when equipping directly from Warbonds.
  • Fixes flag objectives not properly tracking Helldiver’s position while on a Combat Walker.
  • PH-202 Twigsnapper helmet: fixed missing description.
  • Fixed the issue where the shuttle would clip through Bile Titans and terrain during landing sequences.
  • Improved performance on PS5 when CPU bound
  • Fixes FX remaining when destroying Spore Spewer
  • Ensure stim vfx remains on screen for the entire duration of the stim effect when med-kit bonus is present.
  • Fix for emote receiver players being able to use their weapons during emote animation
  • Hellbombs now get called down facing the player, rather than away from the player.

Known Issues

These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.

  • Sending friend requests via friend code in game currently does not work.
  • Players may be unable to be joined or invited to the game.
  • Players added to the ‘Recent Players’ list will appear in the middle of the list.
  • Players may experience delays in Medals and Super Credits payouts.
  • Available Operations are generated again after reconnecting after getting AFK kicked.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Most weapons shoot below the crosshair when aiming down the sights.
  • Plasma Punisher is unable to shoot out of the shield generators.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • “Hand Carts” ship module does not reduce Shield Generator Pack’s cooldown.
  • Bile Titan sometimes does not take damage to the head.
  • Charger’s butt does not take damage from explosions.
  • Players may become stuck in the Loadout when joining a game in progress.
  • Reinforcement may not be available for players who join a game in progress.
  • Planet liberation reaches 100% at the end of every Defend mission.
  • “Raise Flag of Super Earth” objective does not show a progress bar.
  • Mission count in the Career tab is being reset to zero after every game restart.
  • Some weapons’ descriptions are out-of-date and don’t reflect their current design.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

The Remake Of The End Of The Greatest RPG Of All Time is a puzzle game hidden inside a fictional RPG

The Remake Of The End Of The Greatest RPG Of All Time, or TROTEOTGRPGOAT for, uh, short, is a game that exists. I normally wouldn’t let such an opaque stub of a description survive outside of a quick Trello reminder to write something better later, but I’m currently finding it fulfilling enough just to gaze upon that title and consider the fully formed art object that may soon emerge from its tantalising promises. Ok, so the visual component helps too. Orientate yourself by means of the trailer below, and let’s dig into this brazen nose-hooker of a head turner of a game that does exist, about another game that doesn’t.

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Paradox shutter studio Tectonic and cancel troubled Sims competitor Life By You

Life By You, the Sims-like management game previously troubled by several delays, has been canceled by Paradox Interactive, and Californian studio Paradox Tectonic have been shut down. The news of the game’s cancellation came last night through a forum post, with Paradox deputy CEO Mattias Lilja painting a picture of a game still too “lacking” for more development time to fix. This morning, it emerged that Paradox Tectonic, the studio working on the game, have been shuttered, via GameWatcher.

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